GLuint texture_id;
{%glGenTextures}(1, &texture_id);
{%glBindTexture}(GL_TEXTURE_2D, texture_id);

{%glTexParameteri}(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
{%glTexParameteri}(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

{%glTexParameteri}(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
{%glTexParameteri}(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

// texture_data is the source data of your texture, in this case
// its size is sizeof(unsigned char) * texture_width * texture_height * 4
{%glTexImage2D}(GL_TEXTURE_2D, 0, GL_RGBA, texture_width, texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
{%glGenerateMipmap}(GL_TEXTURE_2D); // Unavailable in OpenGL 2.1, use gluBuild2DMipmaps() instead

{%glBindTexture}(GL_TEXTURE_2D, 0);
